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Builds - Thor - CD Reset + Ragnarok (Balanced Build / TBUE)
|
CD Reset + Ragnarok (Balanced Build / TBUE)
by GRAVEDIGGER
Last updated 2026-11-09 21:55:18 Types: Tank, Physical, Ranged, Melee, Energy, EndGame, All, AoE, Hybrid, TAHITI, TBUE | |
Description Comments (0)
In short, this is an end-game build designed to deal maximum damage while also maintaining good survivability; the focus is on having a comfortable gameplay for all general game content. I sacrificed as little damage as possible to achieve a good balance in the hero's survivability. So pay attention, each item, item bonus, and infinity point has been carefully chosen with this focus in mind.
This build focuses on dealing a lot of damage through the "Godly Smite Damage" effect from talents; in this build this damage effect will be activated by Hammer Smash, Leaping Smite and Son of Odin.
What is the Godly Smite Damage??? It's lightning bolts coming from the sky every time you strike with the ability that activates this effect; this damage is an area of effect.
For example, if you hit the target with Hammer Smash the target will be hit by two separate damages at the same time: the physical damage from the ability itself, and the energy area damage, which is the Godly Smite damage. This makes Thor a powerful melee AOE.
For Asgard! power with the talent wrath of god activated it will cause the Godly Smite damage to deal double damage and guaranted a critical hit, For Asgard! It also resets the cooldowns of the powers that activate Godly Smite effects!!!. The duration of For Asgard is increased by power duration.
TBUE Changes:
"The Final Confrontation" talent for Thor now causes the Ragnarok ability to deal 300% extra damage and guarantees a critical hit. This means that this attack is much stronger than Thor signature, while having a cooldown of only 10 seconds!
This ability will replace Spinning Strike in our build, we will use the God Force talent this way, we can have the mechanics Godly Smite area damage, a cooldown reset of For Asgard! buff, and, on top of that, Ragnarok with its massive damage without the need to remove the dash.
The Power Rotation: Ranged + Melee.
(
Hold)>
>
>
>(
CD Reset)>
>
>
>
>(
2x)
Explaining how this rotation works:
1) At the start of each battle, keep your spender
focused on the target the entire time, until the end. Move around using only your dash so you never lose your "aim."
2) Activate
to fill your Odin Force bar to 100% and unlock all of your powers. This ability also prevents your Odin Force bar from decreasing for 8 seconds, thanks to the "Almighty Mjolnir" talent, a duration that can be extended via Power Duration bonuses.
3) Use it
to guide yourself toward the target and deal damage, then immediately use the vulnerability ability
.
4) Activate your buff
to reset the cooldown of
,and then use the 3 again as quickly as possible.
5) Use
to deal massive area damage; this will consume 100% of your Odin bar!!!.
6) After Ragnarok, use your
to fill the Odin Force bar back up to 100% and keep your powers enabled.
Attention:
1) Hammer Smash, Leaping Smite and For Asgard! require at least 1 bar of Odin Force to be used, but they do not consume the bar.
2) Son of Odin or The Anti-Force fill 100% of the Odin Force bar when used.
3) Ragnarok needs 100% of the Odin Force bar to use, and will consume 100% of the Odin Force bar when used. Therefore, NEVER use Ragnarok before Son of Odin or The Anti-Force are charged!!! If necessary, wait for one of these 2 abilities to be ready before using Ragnarok!!!.
4) If your Odin Force bar begins to deplete before you are able to use Ragnarok, use your Dash
to fill a small percentage of the bar.
Alternative Powers and Talents: Only Melee Powers.
Talents: 3 3 2 2 2. The only change to the talents is using "Hammer of Wrath."
Action Power Bar: ![]()
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Rotation:
(
Hold)>
>
>
>(
CD Reset)>
>
>
>
>![]()
Advantages and disadvantages:
Ranged + Melee mode:
Advantage: is stronger when dealing with groups of enemies and bosses, and it exposes you to less damage.
Disadvantage: is that it's more difficult to manage resources, as it consumes a lot of Spirit. And since you can only generate Odin Force bar through 2 specific abilities, you are forced to exercise extreme caution when using Ragnarok.
Only Melee Mode:
Advantage: Deals more damage to a single target, It is easier to manage resources because the melee basic attack besides not consuming spirits, it also generates Odin Force bar with each hit, making it much easier to use Ragnarok more consistently.
Disadvantage: It is less effective when facing groups of bosses and enemies; it also leaves you exposed to damage, as you need to be close to the enemies at all times.
The Build:
Spirit problems and solutions:
A very important point for the build to function, Thor doesn't have easy ways to quickly recover spirit, and he spends a lot of spirit all the time, follow my recommendations or you'll run out of spirit during the battle with this build.
1) For the catalyst, it's absolutely mandatory to have the bonus of recovering 100 spirit when using a med kit; without it, you won't be able to maintain your spirit. So always prioritize this bonus whenever you're farming catalysts for Thor.
2) You need the cosmic bonus that reduces spirit cost by 15% on one of your artifacts.
3) You need the 10% spirit cost reduction bonus from the Mind Gem.
4) Get the Loki synergy that provides a 5% reduction in spirit cost; it's actually good for any hero.
For the catalyst, in addition to the bonus of recovering spirit with med kits that I mentioned as its main priority, you should also get one that provides shield and invisibility when using med kits; this will immediately stop the damage taken.
Medallion:
The only reason this is used here is because of the power duration, since the guaranteed critical damage buff from For Asgard! only lasts 10 seconds. We can accumulate more than 60% power duration with items to make this buff last 16 to 17 seconds on average. Power duration also affects item buffs too.
The Artifacts:
For the cosmic bonuses of the artifacts:
1) 10% cooldown reduction for the signature, is basically mandatory for any hero.
2) 15% reduction in spirit cost, which is mandatory in this build.
3) 1500 of Dodge and Deflect rating for damage reduction.
The best artifacts to increase your overall DPS are in the build, basically, with 95% of the heroes you'll use the Kurse and Crossbones artifacts, so we basically just have to choose the last two artifacts and there are many options for the last 2 slots:
This artifact is definitely worth using on Thor, as its build utilizes a lot of power duration, making the base damage and critical chance buff from this artifact last at least 8 seconds. During this period, this artifact becomes one of the strongest artifacts.
This excellent artifact increases health, base damage, critical strike chance, brutal damage, and attack speed for more DPS.
Below are other viable options that deliver similar results:
This is an excellent alternative to increase your spirit recovery. If you are using this artifact, you will not need the 15% cosmic bonus to reduce spirit cost, and with that you can use another defensive cosmic bonus such as 1500 defense or 2000 maximum health or +1 to all attributes. In short, you trade some damage for more resistance by using this artifact.
Other options for damage:
The blessings are basically Hela's for all heroes in general.
Others Cheap Options for Uniques:
Slot 1: 
Slot 2: 
Slot 3: 
Slot 4:
NEW OMEGA UNIQUE FOR SLOT 5:
This was the best option to use in practically all builds for Thor, but with TBUE came a new unique called "Monument of Ell" which provides +9 Strength attributes, the difference between them lies in the Power Duration it offers more than Jinn.
If you don't have either of the two stick with Thor's item
.
Omega Ring: +1200 Critical Damage +700 Brutal Strike Rating + 3 Energy Attribute and 1s reduction in med kit cooldown.
Insignia:
I always use this insignia for any hero, even if it sacrifices a small portion of my damage because any other insignia with offensive bonuses won't make as big a difference compared to the benefits this one provides, this is the insignia that increases your damage resistance the most in the game.
The Toughness aura on this insignia is exactly the same as the one from the Doctor Strange Team-Up, providing 1049 maximum health and 840 defense rating to you and your team. And yes, these bonuses stack with the bonus from Team Up Strange.
For the affixes of insignia, the best is critical damage; for the second affix, you can try to obtain more freely, either with more brutal damage or with defensive bonuses such as deflect or dodge rating.
I know this insignia is extremely difficult to obtain; there are other options: Insignia of Valkyrie or Insignia of Thor.
Pet:
For the cosmic bonus: 1000 maximum health when using signature to have even more effective life, as an alternative there could be a bonus to increase the power radius by 15% when using signature, the other bonuses are not interesting.
Team-up:
The team-up to help Thor in battles is completely optional; use whatever you prefer. Options include Jessica Jones to group enemies, Doctor Strange to heal you, or Agent Coulson for more DPS against bosses. Even Deadpool Kid / Pirate are great choices, as they completely stop all enemies attacks for 5 seconds.
Infinity System:
Around 960 points are required to make this build at least minimally functional for its intended purpose, remember to accumulate a minimum of 150 total points in each gem to get all the gem's secondary bonuses the gem mastery, some of them are extremely useful.
Start by putting 1 point into the activation chance for each gem's damage; anything more than that is a waste of points.
Mind Gem: 178 total points were spent here to get 30% critical damage, but primarily to obtain the 10% Spirit cost reduction from the Mastery gem bonus. On top of that, we add a 0.6% critical hit chance, which gives us over 1% due to a beneficial calculation error in the game.
Soul Gem: 154 total points spent on this gem, it is mandatory for the survival of any hero and many people underestimate its bonuses or are unaware of their benefits.
To start, when you reach 50 total points you will earn the first mastery bonus, which will provide you with a second hidden med kit that will activate whenever you reach 30% health, this med kit has a 10 second cooldown and not 60 as the description says!, however this med kit is not affected by the catalyst's bonuses, but is affected by the gem's healing bonus.
all points were spent on +15% healing received, which will affect all types of healing including med kits, health regeneration, skill healing, on-hit healing, even passive healing is affected. All of this helps any hero to survive much easier in battle.
Space Gem: 150 points in maximum health will be enough for good survival which will also avoid dying with 1 hit in many situations, it is worth remembering that the more maximum health you have, the more hp will be healed by items such as the med kit and skills that heal based on maximum health, another very useful bonus is that the Gem Mastery gets 10% damage reduction when using a Med Kit, which also affects the Soul Gem's secondary Med Kit.
Time Gem: A total of 152 points spent on attack speed to significantly boost DPS. This is the minimum for any hero; once you have spare points, you can maximize this bonus. Plus, with Gem Mastery, we gain a dash every time we use our med kit; this is great for having dash available at all times in battles.
Power Gem: Total of 172 points spent on 75% brutal damage, +0.6% brutal strike chance to get more than 1% yes the same error that happens with the mind gem.
Reality Gem: 154 points spent here on the Energy attribute for increased base damage and Spirit cost reduction.
Once you have applied all the bonuses from the gems and maxed out the ones I recommended, you can spend your extra points on maximizing critical hit chance and brutal strike chance for more consistent DPS, and put the rest into the Energy attribute




